Ray.Di | A dependency injection framework for PHP | Dependency Injection library

 by   ray-di PHP Version: 2.14.0 License: MIT

kandi X-RAY | Ray.Di Summary

kandi X-RAY | Ray.Di Summary

Ray.Di is a PHP library typically used in Programming Style, Dependency Injection applications. Ray.Di has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

There are many advantages to using dependency injection, but doing so manually often leads to a large amount of boilerplate code to be written. Ray.Di is a framework that makes it possible to write code that uses dependency injection without the hassle of writing much of that boilerplate code. Put simply, Ray.Di alleviates the need for factories and the use of new in your PHP code. You will still need to write factories in some cases, but your code will not depend directly on them. Your code will be easier to change, unit test and reuse in other contexts.
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            kandi-support Support

              Ray.Di has a low active ecosystem.
              It has 188 star(s) with 36 fork(s). There are 10 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 83 have been closed. On average issues are closed in 49 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Ray.Di is 2.14.0

            kandi-Quality Quality

              Ray.Di has 0 bugs and 0 code smells.

            kandi-Security Security

              Ray.Di has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Ray.Di code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Ray.Di is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Ray.Di releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              Ray.Di saves you 3350 person hours of effort in developing the same functionality from scratch.
              It has 7187 lines of code, 651 functions and 295 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Ray.Di and discovered the below as its top functions. This is intended to give you an instant insight into Ray.Di implemented functionality, and help decide if they suit your requirements.
            • Get constructor name .
            • Returns the qualifier .
            • Get string name from array
            • Get the setter injection for a given instance .
            • Write dependency index .
            • Get the interceptors .
            • Set the name .
            • Register the class loader .
            • Get dependency provider parameters
            • Get factory node
            Get all kandi verified functions for this library.

            Ray.Di Key Features

            No Key Features are available at this moment for Ray.Di.

            Ray.Di Examples and Code Snippets

            No Code Snippets are available at this moment for Ray.Di.

            Community Discussions

            QUESTION

            FPS Projectile firing from the wrong place
            Asked 2021-Jun-02 at 15:05

            I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).

            Here's a 20 second video demonstration of what I'm talking about.

            https://youtu.be/WLVuqUtMqd0

            Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.

            I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.

            I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.

            Ray directions when looking slightly above the horizon vs. lower

            Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.

            ...

            ANSWER

            Answered 2021-Jun-02 at 15:05

            To solve one first confusion: The method Debug.DrawRay takes as paramters

            • a start position
            • a ray direction(!)

            You are passing in another position which is not what you want.

            This might only work "accidentally" as long as you stand on 0,0,0 so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.

            Rather do e.g.

            Source https://stackoverflow.com/questions/67796001

            QUESTION

            Unity - How to jump using a NavMeshAgent and click to move logic
            Asked 2021-May-19 at 18:46

            I am building a game where the player can be controlled using the mouse input, using a click to move logic via a navmesh agent.

            In order to let the player jump, I started using a CharacterController as well which should help managing the player. My issue is that I can't figure out where to put the jump logic. All references I found are related using the character controller without the navmesh agent.

            I can get rid of the CharacterController if needed, but the NavMeshAgent has to stay.

            Here it is a working code which allows to walk. Can you please help me with the jumping logic?

            ...

            ANSWER

            Answered 2021-Feb-03 at 07:44

            The jump logic should be inside the Update() method since we want the height to be calculated every frame.

            Source https://stackoverflow.com/questions/66007738

            QUESTION

            Get distance between Player Object and Clicked Location using RayCast
            Asked 2021-Mar-03 at 21:34

            I am having an issue with my Unity3D project. I am currently working at an isometric game, and I am unable to find a way to calculate the exact distance between the Player Object and the location that I click on.

            Here is my code that gets the location of the click and calculates the distance between the Player Object and the clicked location.

            ...

            ANSWER

            Answered 2021-Mar-03 at 21:34

            Well your issue is pretty simple:

            You are checking the distance between the player position and the ray direction!

            Of course this makes absolutely no sense since it basically equals the Camera.main.transform.forward. If you use a normalized direction like a position it will basically be something around the Unity origin at a distance of 1. While your player could be positioned just anywhere. You want to check the distance between player and hitInfo.point!

            Source https://stackoverflow.com/questions/66456762

            QUESTION

            How to increment/decrement only by one when Ray hits
            Asked 2021-Feb-13 at 22:02

            So, the game is to find a difference. When ray hits a collider of hidden object, it is supposed to add a score only of one and reduce a private integer differences value by one. But when the ray hits an object collider it is constantly incrementing/decrementing while the ray is hitting the collider. How can i change that? It is in the following method:

            ...

            ANSWER

            Answered 2021-Feb-13 at 22:02

            When you first hit the object, you could remove or disable it's collider component. This should prevent it from being hit by more Raycasts.

            On first hit, something like:

            Source https://stackoverflow.com/questions/66190341

            QUESTION

            Why is my scoped service being called as a new instance every time?
            Asked 2021-Jan-24 at 21:06

            This is a practice ASP.NET project I'm using to better understand a few techniques, and while I've got Dependency Injection working, its not working quite as I want it to. I have a class that I want to use to store a history, so every time the user hits a submit button, it displays a result, and after the second time it starts displaying the history. Anyway I added the history to the DI as a scoped service, thinking that would mean it would be created and then remain the same instance for the duration of the session for that user. However according to the debugger it looks like the list never gets bigger than one, and thats at the point of adding the item to the list. So the code.

            The object

            ...

            ANSWER

            Answered 2021-Jan-24 at 21:06

            I believe “scope” is by default per request which would explain that each submit gets is own service.

            “Doing stuff right” is of course to some extend a matter of opinion. But my opinion would clearly be that I would avoid server-side session to avoid problems with scaling to more than one instance. There are also ways to support shared state, but this is difficult. To me singletons are not a code smell either, but they have their own problems.

            Your problem might be solved by storing whatever state you need in the browser either in a cookie or localStorage. Your service would then have request scope, but it would read user state from browser causing “user scope” for the data. (But don’t rely on browser state to persist and remember it is modifiable to the user.)

            Source https://stackoverflow.com/questions/65875800

            QUESTION

            GLFW (opengl) window closes when hovering mouse over the white window top handle
            Asked 2021-Jan-16 at 10:06

            Whenever I am rendering a window for a test raytracer in opengl with the GLFW library for C++ , the window works fine up to a point where if I just hover , not outside of the window , but over its white top handle , whether it is to move the window or minimize it , the window and the whole program just crashes with no error output , even tho I am not using any try-catch block or any noexcept keyword inside the whole program , and I'm using std::shared_ptr for pointer management.

            Here's the main function (variables written in caps that aren't from glfw or opengl are defined in another file , but not initialized):

            ...

            ANSWER

            Answered 2021-Jan-16 at 10:01

            I think I sort of tracked down what the problem was, thanks to Retired Ninja in the comment section. I reduced the code to just a few lines, forgetting about the mesh system and all that stuff. Apparently, when I grab the window, the main thread seems to sleep until I am done moving it, and in the ray-trace algorithm I am instantiating new threads, so when the main one sleeps, most of the times it doesn't await (aka "join()") for them, and because I am passing pointers to those threads, those seem to fill up the memory and crash. I have added a system to also sleep the working threads while the main one is doing so and it works like a charm!. Now I gotta see how to do it in cuda XD. Nevertheless , thank you all!

            Source https://stackoverflow.com/questions/65706704

            QUESTION

            Is this ray tracing function that runs on the GPU, GPU safe?
            Asked 2021-Jan-07 at 09:12

            I have tried to write a simple ray tracer in the fragment shader. I have this function that is supposed to create a diffuse sphere as follows :

            Here is the function :

            ...

            ANSWER

            Answered 2021-Jan-07 at 09:12

            All spheres are white most likely because ClosestSphere.Hit in GetRayColor function is always true.

            I think the problem is in your IntersectSceneSpheres function.

            In CPU code you return HitAnything which is defaulted to false. At the same time in the fragment shader you return struct ClosestRecord that remains uninitialized if nothing was hit.

            Explicitly adding ClosestRecord.Hit = HitAnything; in the end of IntersectSceneSpheres function should fix it

            Source https://stackoverflow.com/questions/65598017

            QUESTION

            Cylinder intersection with ray tracing
            Asked 2021-Jan-06 at 22:15

            I'm a newbie here and I'm trying to create a ray tracing program in C and I'm working on the cylinder shape.
            So far I've got only half of the cylinder, I'm trying to find a way to get the other half.
            I checked with the normals and it doesn't seem to be the problem.
            I also tried to change the condition of none intersection but nothing is working.
            Here is what I've done so far:

            ...

            ANSWER

            Answered 2021-Jan-06 at 22:15

            I found my error, and in case someone needs this int the future I'll try to describe it here. So basically, when rendering an infinite cylinder we try to get the closest intersection and we render it. For a finite cylinder that we cut, it doesn't work. If the distance between the intersection and the center of the cylinder is higher than the length of the cylinder, then we do not consider an intersection. Even though there is no intersection at the closest intersection (which is too high), there is one behind it which might be in the range of the height of the cylinder. And this is the intersection that we need to get the other side of our cylinder.

            Maybe some pseudo code would help

            Source https://stackoverflow.com/questions/65566282

            QUESTION

            Expected expression before > token in template class
            Asked 2020-Dec-16 at 06:08

            I'm trying to instantiate a template class inside one of its functions, but for some reason I am unable to do so. It tells gives me the error and points to the beginning of the line, which doesn't make sense.

            ...

            ANSWER

            Answered 2020-Dec-16 at 06:08

            One of your parameters is named ray, so in the function body any references to ray refer to that parameter, not the class name the function is defined in.

            The solution is simple: call your parameter something else.

            Source https://stackoverflow.com/questions/65318027

            QUESTION

            Json nested List not deserializing correctly
            Asked 2020-Oct-30 at 21:50

            I have the following JSON scene description:

            ...

            ANSWER

            Answered 2020-Oct-30 at 21:50

            Properties of your Sphere class are readonly, you should do them like below ({get;set;}):

            Source https://stackoverflow.com/questions/64615567

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Ray.Di

            A module can install other modules to configure more bindings.
            Earlier bindings have priority even if the same binding is made later.
            override bindings in that module have priority.
            The recommended way to install Ray.Di is through Composer.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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